Joint-dependent local deformations for hand animation and object grasping
Proceedings on Graphics interface '88
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
A new Voronoi-based surface reconstruction algorithm
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Volume animation using the skeleton tree
VVS '98 Proceedings of the 1998 IEEE symposium on Volume visualization
Deforming geometric models based on a polygonal skeleton mesh
Journal of Graphics Tools
Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformation
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Real-Time Rendering
Skeletal Methods of Shape Manipulation
SMI '99 Proceedings of the International Conference on Shape Modeling and Applications
Free-form skeleton-driven mesh deformations
SM '03 Proceedings of the eighth ACM symposium on Solid modeling and applications
VG '03 Proceedings of the 2003 Eurographics/IEEE TVCG Workshop on Volume graphics
An Intestinal Surgery Simulator: Real-Time Collision Processing and Visualization
IEEE Transactions on Visualization and Computer Graphics
Spherical blend skinning: a real-time deformation of articulated models
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Shape Simplification Based on the Medial Axis Transform
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Dynamic skinning: adding real-time dynamic effects to an existing character animation
Proceedings of the 21st spring conference on Computer graphics
A physically-based framework for real-time haptic cutting and interaction with 3D continuum models
Proceedings of the 2007 ACM symposium on Solid and physical modeling
Curve-Skeleton Properties, Applications, and Algorithms
IEEE Transactions on Visualization and Computer Graphics
ACM SIGGRAPH 2007 courses
CIARP '08 Proceedings of the 13th Iberoamerican congress on Pattern Recognition: Progress in Pattern Recognition, Image Analysis and Applications
Technical Section: Fitting 3D garment models onto individual human models
Computers and Graphics
Active geometry for game characters
MIG'10 Proceedings of the Third international conference on Motion in games
Technical Section: Skeleton driven animation based on implicit skinning
Computers and Graphics
Skeleton-Based shape deformation using simplex transformations
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
A blendshape model that incorporates physical interaction
Computer Animation and Virtual Worlds
RigMesh: automatic rigging for part-based shape modeling and deformation
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Implicit skinning: real-time skin deformation with contact modeling
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Coarse-to-fine skeleton extraction for high resolution 3D meshes
Computer Vision and Image Understanding
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Vertex deformation is a popular technique to animate an erstwhile static object. It is difficult, however, to deform those vertices near multiple limbs of the controlling stick-figure skeleton while maintaining a natural-appearing surface.By applying convolution to the medial axis/surface of the object, the weights associated with vertex deformation can be computed automatically. Fewer undesired artifacts are evidenced in the animated surface.